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yeah the mod option doesn't appear
Exception ticking Bullet_BoltActionRifle1894087: System.NullReferenceException: Object reference not set to an instance of an object
at LevelThis.HealthLevelling.PostPostApplyDamage (Verse.DamageInfo dinfo, System.Single totalDamageDealt) [0x0013d] in <bfcd0f1de90c47e3a7efb26577130c2d>:0
at Verse.ThingWithComps.PostApplyDamage (Verse.DamageInfo dinfo, System.Single totalDamageDealt) [0x00020] in <360933dd75ad47e8a6d2a631ae77b5d8>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.PostApplyDamage_Patch1(Verse.Pawn,Verse.DamageInfo,single)
at (wrapper dynamic-method)
also making a way to limit the highest health would be cool as well. Basically adding more controls to how level and health scaling work would be very helpful.
I don't know what could have caused this, and honestly I'm not even sure it's a bug, it might be some weird call of cthulu interaction. Either way, figured I'd let you know. It's a really fun mod!
link to log
https://gist.github.com/HugsLibRecordKeeper/b3b6cb33684ebec47cb4b4d58ef51f8e
Their equipment will also be damaged much more heavily the longer it takes for them to go down.
It's balanced.
Believe me when I tell you, you're going to have Pawns getting all their clothes shot off before they're downed.
maybe put a cap level on it like max 5-10 times pawn original health. heck 5x original health with correct equipment would be bullet sponge.
a pawn of level 10 will bleed less from 1 point of damage than a pawn of level 3 with the same damage point
It's +10% per level, and no cap on levels. Pawns level by taking damage. Level 100 takes about 100k damage to reach, and would multiply HP by 10x. Prosthetics are also effected. Heal rate scales as well, so you should not have pawns taking months to recover unless something else impacts healing mechanics.